Downtime Actions
Downtime Actions represent specific activities undertaken by pilots between missions. Unless the Downtime takes place over an especially long period, players usually only get to make one Downtime Action per Downtime.
Unlike Skill Checks, Downtime Actions have specific outcomes depending on whether you succeed, fail, or roll 20+, and most ask you to choose from a list of possible outcomes. Even though Downtime Actions aren’t Skill Checks, Triggers can still be used to get Bonuses when rolling. For example, the Get a Damn Drink action might benefit from Survive (alcohol tolerance), Charm (impressing the locals), or Word on the Street(eavesdropping for gossip).
Although the outcomes of Downtime Actions depend on the roll, it’s up to the GM and player to flesh out the details using the provided prompts. You can go into as much detail as you want about what actually takes place. In addition to the Downtime Actions provided here, you can also easily create new ones that are more relevant to your particular game or story. Use these ones as starting points!
Power at a Cost
When you seek Power at a Cost, you’re trying to get your hands on something.
Name what you want. You can definitely get it, but depending on the outlandishness of the request, the GM chooses one or two:
- It’s going to take a lot more time than you thought.
- It’s going to be really damn risky.
- You’ll have to have to give something up or leave something behind (e.g., wealth, resources, allies).
- You’re going to piss off someone or something important and powerful.
- Things are going to go wildly off-plan.
- You’ll need more information to proceed safely.
- It’s going to fall apart damn soon.
- You’ll need more resources, but you know where to find them.
- You can get something almost right: a lesser version, or less of it.
This is a straightforward way to acquire Reserves, opportunities, and additional resources. You might want something directly useful for a mission; something more abstract, like time, safety, information, allies, or support; something practical, like a base of operations, materials, shelter, or food; or, even some‐ thing as simple as a damn pack of cigarettes. You can also use Power at a Cost during missions for similar effects. Other downtime actions generally can’t be used during missions, but your group can adapt them if desired.
Buy Some Time
When you Buy Some Time, you try to stave off a reckoning, extend a window of opportunity, or merely buy some time and breathing room for you and your group. You might be trying to dodge some heat, survive stranded in the wilderness, or cause a distraction so another plan can reach its climax. You can use that distraction or bought time as Reserves for the next mission.
Describe your plan and roll:
- On 9 or less, you can only buy a little time, and only if drastic measures are taken right now. Otherwise, whatever you’re trying to stave off catches up to you.
- On 10–19, you buy enough time, but the situation becomes precarious or desperate. Next time you get this result for the same situation, treat it as 9 or less.
- On 20+, you buy as much time as you need, until the next downtime session. Next time you get this result for the same situation, treat it as 10–19
Gather Information
When you Gather Information, you poke your nose around, perhaps where it doesn’t belong, and investigate something – conducting research, following up on a mystery, tracking a target, or keeping an eye on something. You might head to a library or go under‐ cover to learn what you can. Whatever it involves, you’re trying to Gather Information on a subject of your choice. You can use information gained as Reserves.
Name your subject and method, and roll:
- On 9 or less, choose one:
- You get what you’re looking for, but it gets you into trouble straight away.
- You get out now and avoid trouble.
- On 10–19, you find what you’re looking for, but choose one:
- You leave clear evidence of your rummaging.
- You have to dispatch someone or implicate someone innocent to avoid attention.
- On 20+, you get what you’re looking for with no complications.
Get a Damn Drink
When you Get a Damn Drink, you blow off some steam, carouse, and generally get into trouble. You might be trying to make connections, collect gossip, forge a reputation, or even just to forget what happened on the last mission. There’s usually trouble.
State your intention and roll:
- On 9 or less, decide whether you had good time or not; either way, you wake up in a gutter somewhere with only one remaining:
- Your dignity.
- All of your possessions.
- Your memory.
- On 10–19, gain one as Reserves and lose one:
- A good reputation.
- A friend or connection.
- A useful item or piece of information.
- A convenient opportunity.
- On 20+, gain two from the 10–19 list as RESERVES and don’t lose anything. You can only make this action where there’s actually a drink to get (e.g., in a town, station, city, or some other populated area), or some other kind of entertainment.
Get Creative
When you Get Creative, you tweak something or try to make something new – either a physical item, or a piece of software. Once finished, you can use your new creation as Reserves.
Describe your project and roll:
- On 9 or less, you don’t make any progress on your project. Next time you get this result for the same project, treat it as a 10–19.
- On 10–19, you make progress on your project, but don’t quite finish it. You can finish it during your next downtime without rolling, but choose the two things you’re going to need:
- Quality materials.
- Specific knowledge or techniques.
- Specialized tools.
- A good workspace.
- On 20+, you finish your project before the next mission. If it’s especially complex, treat this as 10–19, but only choose one.